annotate urogue/scrolls.c @ 295:1e1c81fbb533

Rogue V5: fix elemental wands. Bolts often failed to hit, due to some struct members not being initialized. Reported by 'LazyCat' from RogueTemple.
author John "Elwin" Edwards
date Fri, 12 Jan 2018 18:02:39 -0500
parents c495a4f288c6
children e52a8a7ad4c5
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1 /*
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2 scrolls.c - Functions for dealing with scrolls
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3
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4 UltraRogue: The Ultimate Adventure in the Dungeons of Doom
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5 Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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17 */
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18
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19 #include <stdlib.h>
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20 #include <string.h>
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21 #include <ctype.h>
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22 #include "rogue.h"
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23
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24 /*
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25 read_scroll - read a scroll (or effect a scroll-like spell)
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26 reader: who does it
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27 which: which S_SCROLL (-1 means ask from pack)
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28 flags: ISBLESSED, ISCURSED
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29 */
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30
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31 void
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32 read_scroll(struct thing *reader, int which, int flags)
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33 {
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34 struct object *obj;
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35 struct linked_list *item, *nitem;
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36 int i, j, charm_power;
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37 char ch, nch;
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38 int blessed = flags & ISBLESSED;
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39 int cursed = flags & ISCURSED;
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40 int is_scroll = (which < 0 ? TRUE : FALSE);
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41 char buf[2 * LINELEN];
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42
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43 if (reader != &player)
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44 {
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45 monread(reader, which, flags);
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46 return;
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47 }
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48
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49 if (is_scroll) /* A regular scroll */
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50 {
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51 if ((item = get_item("read", SCROLL)) == NULL)
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52 return;
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53
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54 obj = OBJPTR(item);
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55
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56 if (obj->o_type != SCROLL)
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57 {
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58 msg("It says 'Made in Yugoslavia'!");
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59 return;
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60 }
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61
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62 if (on(player, ISBLIND))
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63 {
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64 msg("You can't see to read anything.");
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65 return;
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66 }
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67
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68 /* Calculate its effect */
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69
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70 cursed = obj->o_flags & ISCURSED;
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71 blessed = obj->o_flags & ISBLESSED;
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72 flags = obj->o_flags;
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73 which = obj->o_which;
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74
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75 /* remove it from the pack */
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76
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77 rem_pack(obj);
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78 discard(item);
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79 updpack();
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80 }
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81
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82 switch (which)
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83 {
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84 case S_CONFUSE: /* Touch causes monster confusion. */
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85 if (cursed)
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86 quaff(reader, P_CLEAR, ISCURSED);
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87 else
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88 {
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89 msg("Your hands begin to glow red.");
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90 turn_on(player, CANHUH);
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91 /* if blessed... */
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92 }
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93 break;